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Pengembang Witcher Asli mengatakan membuat ulang sebagai dunia terbuka tidak akan mudah: 'Sebagai pemain, saya mungkin senang tentang itu, tetapi sebagai desainer, saya mulai menjadi abu-abu'

📰 PC Gamer✍️ Andy Chalk📅 2 jam lalu👁 2 views
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🌐 Konten masih dalam Bahasa Inggris. Terjemahan sedang diproses.

Pengembang Witcher Asli mengatakan membuat ulang sebagai dunia terbuka tidak akan mudah: 'Sebagai pemain, saya mungkin senang tentang itu, tetapi sebagai desainer, saya mulai menjadi abu-abu'

The original Witcher, released in 2007, was a fairly linear affair, with individual maps to explore but overall progression, from point to point to point, relatively tied down. The remake, in development at Fool's Theory, is taking a very different approach: It's a "modern reimagining" of that game as an "open-world RPG." Simple enough—just make it like Witcher 3, right?

It's really not that simple at all, as Witcher and Witcher 2 designer Artur Ganszyniec explained to Polish site Chip. Going open world means there's more space that has to be filled with things for players to do, and developers also have to figure out how to make all that new content work with the old content, while simultaneously figuring out how to make the old content work in ways it was never meant to.

"In The Witcher 1, many things worked because we knew exactly where the player would be at any given moment," Ganszyniec said (Google translated). "We could trigger a trigger, launch a scene, or insert Alvin between the fields and the village. In an open world, this would have to be handled completely differently."

("Alvin," for the record, is not a machine translation botch: He's an NPC who plays a significant role in both the game's major events and Geralt's ongoing problems with the ladies.)

In an open world, developers don't have that luxury: Players are able to approach locations, monsters, and puzzles in ways that don't follow the intended progression, and developers have to prepare for that or everything falls apart. It's a problem maybe most aptly illustrated by the classic "square hole" video:

Ganszyniec's words provide a little bit of insight into why, four years after The Witcher remake was announced, we still don't have any concrete information on it beyond the fact that it's happening: It's a do-over that's changing the fundamental nature of the game, and that kind of ambition is not easy to execute.

That's not just speculation on his part. Aside from the fact that he worked on the first two Witcher games, Ganszyniec's most recent credit on Moby is as a narrative and story consultant on The Thaumaturge, a very good RPG developed by Fool's Theory—The Witcher remake studio—that came out on 2024.

And despite his history with CD Projekt's groundbreaking RPG series, it does sound just a little bit like Ganszyniec is happy that he doesn't have to deal with this one.

"When everything falls into place on the map around Lake Vizima in the fifth act, one might ask a simple question: if this were an open world, would I have a boat?" Ganszyniec asked rhetorically about one of The Witcher's pivotal late-game moments. "What's stopping me from getting on a boat on the outskirts of Vizima and sailing straight to the old manor? As a player, I might be happy about that, but as a designer, I'm starting to get gray."

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Sumber: PC Gamer

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